Nations: Difference between revisions

From Old World Official Wiki
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== Laws ==
== Laws ==
Laws provide a permanent bonus to a Nation and cost either 250 or 400 [[File:YIELD CIVICS.png|25px]] Civics to implement. Laws come in mutually-exclusive groups of two. The Laws button will glow when there is a group without any active law.
Laws provide a permanent bonus to a Nation. They come in two mutually-exclusive groups and five levels of penalties. The Laws button will glow when there is a group without any active law.
 
=== No Upkeep Laws ===
No Upkeep Laws cost 250 [[File:YIELD CIVICS.png|25px]] Civics to pass and do not have any penalties.
{| class="wikitable sortable"
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
! Law 1 !! Law 2 !! Required technology
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* No extra Unit Consumption when Outside Borders
* No extra Unit Consumption when Outside Borders
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy
| [[File:TECH ARISTOCRACY.png|25px]] Aristocracy
|}
=== Low Upkeep Laws ===
Low Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have low penalties.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
|-
| [[File:LAW TYRANNY.png|40px]] Tyranny
| [[File:LAW TYRANNY.png|40px]] Tyranny
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| [[File:LAW POLYTHEISM.png|40px]] Polytheism
| [[File:LAW POLYTHEISM.png|40px]] Polytheism
* <span style="color:green;">'''+20'''</span> Mythology Opinion
* <span style="color:green;">'''+20'''</span> Mythology Opinion
|}
=== Medium Upkeep Laws ===
Medium Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have medium penalties.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
|-
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule
| [[File:LAW DIVINE RULE.png|40px]] Divine Rule
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| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army
| [[File:LAW PROFESSIONAL ARMY.png|40px]] Professional Army
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers
| [[File:LAW VOLUNTEERS.png|40px]] Volunteers
|}
=== High Upkeep Laws ===
High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have high penalties.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
|-
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy
| [[File:LAW PHILOSOPHY.png|40px]] Philosophy
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| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage
| [[File:LAW PILGRIMAGE.png|40px]] Pilgrimage
| [[File:LAW HOLY WAR.png|40px]] Holy War
| [[File:LAW HOLY WAR.png|40px]] Holy War
|}
=== Very High Upkeep Laws ===
Very High Upkeep Laws cost 400 [[File:YIELD CIVICS.png|25px]] Civics to pass and have very high penalties.
{| class="wikitable sortable"
! Law 1 !! Law 2 !! Required technology
|-
|-
| [[File:LAW GUILDS.png|40px]] Guilds
| [[File:LAW GUILDS.png|40px]] Guilds

Revision as of 15:38, 11 March 2023

Nations are the major states that are vying for Victory in Old World.

A player Nation must be ruled by a member of the same dynasty as the Nation's founder. If the Nation's leader dies without a Heir the game ends.

Civilization Leader Leader Traits Leader Archetype Bonuses Starting Techs Unique Buildings Unique Units Families
Assyria Ashurbanipal Educated Zealot
  • [All Cities] New Units start with Focus I
  • [All Units] +100% Pillage Yield
  • [All units] +2 Orders per Military Unit Killed
Babylonia Nebuchadnezzar Prosperous Scholar
  • [All Cities] +1 Science per turn
  • [All Cities] +20% Growth
  • [All Cities] +2 Culture per turn with Treasury
Cartage Dido Cunning
Engineer
Diplomat
  • [New Cities] +200 Civics
  • [All Cities] +10 Money if Connected
  • [Ability] Can hire Mercenaries from Tribes
Egypt Hatshepsut Inspiring Builder
  • [On Start] +400 Stone
  • [All Cities] +40% from Farm on River
Greece Philip
Hatti Hattusili Warlike Judge
Persia Cyrus Tough Hero
Rome Romulus Ruthless Tactician

Laws

Laws provide a permanent bonus to a Nation. They come in two mutually-exclusive groups and five levels of penalties. The Laws button will glow when there is a group without any active law.

No Upkeep Laws

No Upkeep Laws cost 250 Civics to pass and do not have any penalties.

Law 1 Law 2 Required technology
Epics
  • +10 Hero Opinion
  • +10 Culture per killed Military Unit in nearest City
Exploration
  • +10 Hunters Opinion
  • Movement Bonus along Neutral River
  • Scouts move on Water
Rhetoric
Slavery
  • +10 Builder Opinion
  • +20% Mine Yield [All Cities]
  • +20% Quarry Yield [All Cities]
  • +1 Discontent per year [All Cities]
Freedom
  • +10 Sages Opinion
  • +4 Money per year per Specialist [All Cities]
Labor Force
Centralization
  • +20 Legalism Opinion
  • Farms can be constructed on Marsh terrain
  • +2 Science per year per Culture Level [Capital City]
Vassalage
  • +20 Riders Opinion
  • -50% Unit Consumption
  • No extra Unit Consumption when Outside Borders
Aristocracy

Low Upkeep Laws

Low Upkeep Laws cost 400 Civics to pass and have low penalties.

Law 1 Law 2 Required technology
Tyranny
  • +10 Orator Opinion
  • +20 Training per year
  • +8 Money per year per Military Unit in Territory [All Cities]
  • -3 Civics per year
Constitution
  • +10 Statesman Opinion
  • Enables the Decree projects [Capital City]
  • +1 Science per year per Urban Specialist [All Cities]
  • -6 Training per year
Sovereignty
Colonies
  • +20 Diplomat Opinion
  • Enables the Buy Tile army action
  • -6 Training per year
Serfdom
  • +20 Landowners Opinion
  • +5 Orders per year
  • 1- Money per year
  • +1 Discontent per year [All Cities]
Navigation
Monotheism
  • +20 Gnosticism Opinion
  • +1 Orders per year [State Religion Cities]
  • -3 Civics per year
Polytheism
  • +20 Mythology Opinion

Medium Upkeep Laws

Medium Upkeep Laws cost 400 Civics to pass and have medium penalties.

Law 1 Law 2 Required technology
Divine Rule Legal Code
Tolerance Orthodoxy
Professional Army Volunteers

High Upkeep Laws

High Upkeep Laws cost 400 Civics to pass and have high penalties.

Law 1 Law 2 Required technology
Philosophy Engineering
Iconography Calligraphy
Pilgrimage Holy War

Very High Upkeep Laws

Very High Upkeep Laws cost 400 Civics to pass and have very high penalties.

Law 1 Law 2 Required technology
Guilds Elites
Autarky Trade League
Coin Debasement Monetary Reform

Tribes

Tribes occupy certain City Sites at the start of the game. Tribes can be converted to a Religion and tribe characters can intermarry with Nation characters. Nations can conduct diplomacy with tribes.

Tribes that aren't allied with any Nation will eventually spawn a raiders army. Raiders are always at War with all Nations and will attack the nearest City. How far raiders are willing to travel depends on the game difficulty.

Barbarians

Barbarians occupy certain City Sites at the start of the game. They are always at War with all Nations and have to be defeated to claim the City Site.